A nest of vampires has claimed a dark forest and the surrounding human towns as its domain. Some of the local residents revere the vampires and serve as daylight guardians and spies. However, most of the townsfolk live in a state of dread. Those townsfolk have finally scavenged enough valuables to hire a band of adventurers to destroy the nest. Pgs. 66-71
“The Shadow Rift of Umbraforge” is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation that takes them to the Shadowfell in order to finally confront the charismatic figure behind it. Pgs. 4-53
New to Loudwater, the heroes learn of a tower locked in ice in the nearby wilderness. Traveling there, they discover that the tower’s master left many surprises behind for the unwary. Also available with e 5e solo conversion: https://www.dmsguild.com/product/247505/DD-Solo-Adventure-Menace-of-the-Icy-Spire-5e-Solo-Conversion Pgs. 4-22
The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.
When the fires smoldered in the belly of an ancient red dragon tyrant, and his thirst had been slaked by the blood of countless innocents, the old wyrm made a deal with a succubus to spawn him a son and ensure his name would live forever. The demon held true, though she imbued the wyrmling with her own infernal blood. Those who fear and serve the abominable spawn of this pact know him as the Wyrm Prince. Cast into the abyss centuries ago by the legendary Three- River Paladin, the Wyrm Prince licked his wounds and recovered his strength. The Three-River Paladin has passed into legend, and the Wyrm Prince has resurfaced, his vengeance awakened along with his hunger. The Wyrm Prince sacked the high city Zhaldanis, slaying its people and claiming the greatest gift from the gods — the Soulstone. At this late hour, you must venture into the catacombs of the Wyrm Prince before the Soulstone loses its power and all mortal souls are damned.
A group of snaketongue cultists has occupied an abandoned, partially sunken temple near a swamp. They grow impatient waiting for their yuan-ti master to join them, unaware that he has been slain by a rival faction of yuan-ti. Frustrated, the cult strikes against nearby villages in the hope of drawing the favor of Zehir. Investigating rumors of a serpent cult harassing a nearby town, the PCs have explored the swamp and discovered the overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one character at a time to squeeze through. Pgs. 42-47
A force of orcs has taken over a small hilltop keep. The PCs are engaged by the local lord to rid his home of the intruders. Fortunately for the PCs, the keep’s main doors are still damaged from when the orcs took possession, and entry is relatively easy. Unfortunately, the orcs are determined to stay. Pgs. 24-29
In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.
On the outskirts of town lies an ancient temple to an unknown deity. Periodically, undead creatures issue from the catacombs beneath it. The party receives a commission from the city elders to venture into the catacombs and exterminate the undead. Pgs. 64-71
A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.
It's a frigid New Year's Eve, and the heroes gather near midnight in a small condemned tavern wihtin the Free City-State of Gate Pass. Located in the mountain pass which separates two hostile nations. Gate Pass has been neutral since the end of their last war. That neutrality is about to be put to the test, as a scourge comes for the city from the nearby empire of Ragesia. By now, every magic-user in Gate Pass knows of the Scourge. The Emperor of Ragesia died barely a month ago, and a witch named Leska has moved to cementer herself as the next empress. Leska leads the Ragesian Inquisitors, clerics specialized in countermagic and has decreed ass disloyal mages to be tracked down and killed to prevent future threats to the empire. Their first target is Gate Pass, whose neutrality has long been viewed as an insult to the nation's honor. This is the first of twelve adventures in the War of the Burning Sky adventure path from E.N. Publishing.
From time immemorial, the rulers of the mortal world have been counseled and tempted by capricious primordial spirits who rule over the elements. The greatest and most sinister of these was a half-kraken medusa known as the Maelstrom Queen, who sought to supplant the mortal races with her own line of immortal tentacled monstrosities. On the verge of her ultimate triumph, when the leviathans at her command rose from the depths, a legendary assassin murdered the Maelstrom Queen in her half-submerged palace with her own weapon. But the primordial mistress refused to let something as trifling as death put an end to her designs. Every 13 years, she regenerates enough mystic power to rise again, and the world’s greatest heroes are sent to murder the Maelstrom Queen once more.
“Den of the Destroyer” is the sequel to “The Lost Mines of Karak,” continuing the unfolding story of the Scales of War adventure path. In this adventure, the PCs are called back to Brindol by a surprising summons. There they learn that a platinum sword they had collected back in "Rescue at Rivenroar" is no mundane item - the blade is sentient! The blade charges the PCs to undertake a dangerous mission to an abandoned githzerai fortress in order to perform a ritual to awaken the blade's true form. Along the way, they must deal with bounty hunters hired by an old enemy (from "Shadow Rifts of Umbraforge"), and confront a vile gang of gnolls terrorizing Elsir Vale. Pgs. 14-54
Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53
Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125
4e's 'Expedition to the Barrier Peaks'... on the moon! Using the technology of a lost civilisation, illithids have been cloning influential people. The PCs must navigate a strange sci-fi environment and defeat the illithids. Additional items & malfunction rules can be found in Dragon #410 & Gamma World 7e.
Long rumored to be haunted by eerie specters, Kincep Mansion has stood for years, mostly untouched by nearby townsfolk. Now something is preying on the local villagers—something that comes from the house. Pgs. 46-69
Long ago, a powerful lich threatened the kingdom and was destroyed by mighty heroes. Though its phylactery could not be found, a powerful curse was laid upon the lich, trapping it inside its phylactery. This fading magic can’t hold the creature muchlonger, so the PCs must enter the phylactery itself in order to destroy the lich before it escapes back into the world. Pgs. 144-149
Your PCs are reaching the upper end of the heroic tier. New worlds are opening up to them—they might have already ventured to the Feywild, for example, and made contacts with inhabitants of that magical plane. Now they are ready to take their first steps into the darkness. The Shadowfell awaits... Vandariel, a shadar-kai witch who calls herself the Voice of Pain, is a fanatic devotee of the Raven Queen. She has founded and become the self-proclaimed high priest of a bizarre cult, the Lords of Pain, whose purpose is to bring more fey into the shadow pact with that goddess of death. Although the original shadar-kai entered this pact voluntarily, and the race breeds true, Vandariel is consumed by what she sees as a divine mission to reveal the mystery to all fey—whether they wish it or not. Those who do not come voluntarily to the truth are brought against their will. Dark stalkers move like the night, seeking out and abducting suitable subjects. This Side Trek can serve as an introduction to the dangers of the shadow realm. It works well for PCs who are approaching the paragon tier, since it presents a reasonable challenge for characters of 10th level. It is suitable as a climactic encounter for lowerlevel adventurers, as well. It consists of only two encounters.